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Old 10-20-2019, 02:59 AM   #11
Refplace
 
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Default Re: GURPS High-Tech: Electricity and Electronics

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Originally Posted by GWJ View Post
Is this some kind of update for High Tech? For example smartphones and rest of the stuff which was absent when High-Tech was released?
Its not an update but a supplement thats more focused than High-Tech.
I wrote a review here https://refplace.blogspot.com/2019/1...icity-and.html
And you can as always check out the preview PDF which includes a tab;e of contents for more details.
Smart phones are in there and a whole lot of other stuff.
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Old 10-20-2019, 03:38 AM   #12
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Default Re: GURPS High-Tech: Electricity and Electronics

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Is this some kind of update for High Tech? For example smartphones and rest of the stuff which was absent when High-Tech was released?
There's update material in it. But it also has a lot of historical material for technologies that are no longer used or that were never fully developed, and a lot of devices that there wasn't room for in High-Tech.
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Old 10-20-2019, 01:04 PM   #13
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Default Re: GURPS High-Tech: Electricity and Electronics

Ok, thx, so it looks like worth of my money :)
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Old 10-20-2019, 04:23 PM   #14
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Default Re: GURPS High-Tech: Electricity and Electronics

Cool supplement!

Trying to understand the entry for Stun Baton on page 51. The TL 6 cattle prod has a linked affliction with HT-3. The table entry for the TL 7 Stun Baton shows a linked affliction at HT-1 with the armor divisor. The notes entry below the table for Stun Baton says there is a HT-3 roll. Is this a typo or are the entries in the table and in the notes referring to different HT rolls? If a typo, which HT modifier is correct? If different HT rolls, what HT roll am I forgetting about? Thanks!
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Old 10-24-2019, 11:33 AM   #15
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Default Re: GURPS High-Tech: Electricity and Electronics

I'm having difficulties quite early on, p11:
"A tiny mirror that deflects a beam of light replaces the pointer, for greatly increased sensitivity (treat as cutting edge; see p. 8)."

Both the second clause and the parenthetical are confusing. The description doesn't tell us anything about the increased sensitivity's effects unless reading telegraph signals is all that does. And while 'treat as cutting edge' is clear enough on its own the context suggests it should address the sensitivity, which it doesn't...
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Old 10-24-2019, 01:19 PM   #16
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Default Re: GURPS High-Tech: Electricity and Electronics

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Both the second clause and the parenthetical are confusing. The description doesn't tell us anything about the increased sensitivity's effects unless reading telegraph signals is all that does. And while 'treat as cutting edge' is clear enough on its own the context suggests it should address the sensitivity, which it doesn't...
It was designed specifically to detect very faint currents coming in over telegraph lines. However, you could use it for other faint currents. See p. 10: "For weak sources, roll at -4. Instruments become more sensitive with advancing technology, eliminating penalties for weak sources and making even weaker ones detectable."
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Old 10-24-2019, 01:43 PM   #17
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Default Re: GURPS High-Tech: Electricity and Electronics

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Originally Posted by GMJer View Post
Cool supplement!

Trying to understand the entry for Stun Baton on page 51. The TL 6 cattle prod has a linked affliction with HT-3. The table entry for the TL 7 Stun Baton shows a linked affliction at HT-1 with the armor divisor. The notes entry below the table for Stun Baton says there is a HT-3 roll. Is this a typo or are the entries in the table and in the notes referring to different HT rolls? If a typo, which HT modifier is correct? If different HT rolls, what HT roll am I forgetting about? Thanks!
I was hoping the author would see it but as he just replied to a later post he may have missed it (though might be going over his notes for a later reply) I'll try a stab at it.
I think the HT-1 is if have armor since it has a 0.5 AD and the HT-3 for no armor.
On the other hand DR from armor would already affect a Resistance roll so maybe just go wit the HT-3 roll which seems about right. Actual stun batons are very powerful, more so than the typical stun gun a civilian can purchase in most US states.
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Old 10-24-2019, 06:35 PM   #18
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Default Re: GURPS High-Tech: Electricity and Electronics

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Originally Posted by Refplace View Post
I was hoping the author would see it but as he just replied to a later post he may have missed it (though might be going over his notes for a later reply) I'll try a stab at it.
The issue is mainly that I haven't time to dig out High-Tech itself and check the stats there. I suspect that we have an editing error in which the line entry was changed but the footnote wasn't, as they really ought to match.
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Old 10-24-2019, 06:43 PM   #19
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Default Re: GURPS High-Tech: Electricity and Electronics

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Originally Posted by whswhs View Post
The issue is mainly that I haven't time to dig out High-Tech itself and check the stats there. I suspect that we have an editing error in which the line entry was changed but the footnote wasn't, as they really ought to match.

Maybe this will help.

6 Cattle Prod – 1d-3 burn 1 0 2 3 49
linked HT-3 aff [4]
7 Stun Baton – sw-1 cr C, 1 0 1.5 6 49
or – thr-1 cr C, 1 0 – 6
linked HT-1(0.5) aff [1]

Note [1] On a failed HT-3 roll, ....

No references to these details in the text description.
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My GURPS fan contribution and blog:
REFPLace GURPS Landing Page
My List of GURPS You Tube videos (plus a few other useful items)
My GURPS Wiki entries
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Old 10-24-2019, 06:53 PM   #20
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Default Re: GURPS High-Tech: Electricity and Electronics

Are those from HT: E&E, or from the primary HT book?
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